MAP17: Transfer Base (Claustrophobia 1024)

MAP17: Transfer Base is the seventeenth map of Claustrophobia 1024. It was designed by Solarn, Steve Muller (Kyka) and Joonas Äijälä (Jodwin), and uses a MIDI rendition of the music track "Arctic Caverns" from , sequenced by Teck.

Essentials
This map is divided into two halves: a gray "base" side and a brown "Hell" side. You will move between the sides several times over the course of the level.

Take the shotgun and backpack then open the door and kill the zombies waiting in the hallway outside. Open a second door at the west end of the hallway and turn left to kill more zombies, then go to the end of the hall to enter an angled room with a button - there are actually four buttons in this room, but only one is visible now. Press this button to lower a column behind you holding the blue keycard, kill the demons and arch-vile that teleport in behind you then go back to the first hallway and open the blue key door at the east end. As you enter the next room you will teleport to the Hell side, where two imps and/or demons are guarding a super shotgun. Look at the red lights on the south wall and press the small button recessed into the middle light to open a pentagram teleporter, which will send you to a courtyard with some lost souls. Instead of fighting them, move in any direction to return to the base side, to the room you tried to enter previously.

Take the chaingun and kill the imps and chaingunners that have appeared (plus pain elementals on Ultra-Violence (UV) and Nightmare (NM) skill levels, then go back to the four-button room and press the second button to open the door on your left. Step through the door to enter the center corridor and switch to the Hell side, then kill the chaingunner (or Hell knight on Hurt Me Plenty (HMP) or higher) that teleports in before heading straight forward to a gargoyle switch; before you reach it, you will return to the base side where two shotgun guys are waiting. Open the large door and dispose of any waiting lost souls, then climb up the crates and flip the switch at the top to open a ventilation shaft in the chaingun room. Kill the monsters that teleport into the hallway outside then enter the shaft and follow it west and south past some more lost souls to find the yellow skull key; a barrier will close behind you, which can be opened by flipping the switch directly behind the key.

Taking the yellow key will lower the floor behind you. Drop down to the north-west hallway and kill the imps that ambush you, then return to the four-button room and press the third button to open a teleporter in the central hallway. Kill the chaingunners that guard the teleporter, then enter it to go to the south-east room on the Hell side, which contains imps (plus a cacodemon on UV and NM). Open the west door and kill the demon and imps waiting in the corridor, then go to the opposite end and open the door to get back to the room with pentagram teleporter; it has closed again, but you can walk through the north-east door to teleport back to the base side. Fight your way through some chaingunners to get back to the four-button room and enter the central hallway again - the bars here have lowered, allowing you to climb up to the red skull key, but watch out for the (depending on skill level) revenant, baron of Hell or arch-vile that defends it.

Taking the red key causes imps and a knight (plus lost souls on HMP and another arch-vile on UV and NM) to teleport to the nearby hallways. Fight your way back to the four-button room and press the final button, then enter the white teleporter in the central hallway to return to the Hell side. Open the north door (requiring the red key) and kill any waiting spectres and mancubi, then press the satyr switch on the east wall to open the exit door on the base side; watch out for various monsters that are teleporting in behind you, as well as those in the central hallway and the room behind the north door. Go to the central hallway and press the gargoyle switch at the south end, which you can now reach, to open compartments containing one or two knights, then open the door behind the switch to return to the courtyard. Enter the teleporter to return to the base side, then head past more chaingunners to the west hallway and look through the now-open exit door to see revenants guarding the final button.

Other points of interest
As the level begins, turn round and press the red panel behind you. A megaarmor will teleport in to the starting room.

Secrets

 * 1) After opening access to the blue key, return to the room where you started the level. Run into the newly-opened alcove to the south-east to get a supercharge. (sector 205)
 * 2) To the west of the exit door switch is a pair of skeletal eye sockets. Activate them, and head through the northern door to find that an alcove has opened, containing a stimpack and armor. (sector 162)
 * 3) In the outdoor section, climb over the black rock from the south-west, but do not enter the teleporter.  Instead, face south-west to witness a portion of the rocky wall lower, revealing a supercharge. (sector 103)

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on December 21, 2021.

Things
This level contains the following numbers of things per skill level: